tier 1 is a bit riskier, but you can probably do more damage with the scout car than anything else, you can probably also get cp's quicker that way. Something like Con, Con, Engie T1 Scout car w/ flamer, con might work if you want like an 8th option lol. A sniper can take a second to pay off, you might be better rushing a t70/quad but the sniper can still do well if you are stuck vs mgs or units in cover.
Don't sleep on the PPSH though, you even get hit the dirt with it.
Also Backteching to ZIS isn't gonna set you back too much if you need one, if cons do work it should be pretty easy to protect |
You know why?
I'll tell you why.
Because it doesn't have command panther.
The moment CP will be tech bound, you'll start seeing other doctrines.
Possibly, another compounding factor is that Going mech for a puma, luchs, stuka is much better than teching med truck, which synergizes with the doctrine much better. If you have to spend munis on healing you can't use the 3 muni abilities it comes with. |
I dunno, I think Mechanized is probably one of the best 1v1 commanders USF has. It probably sucks ass in team games since there's no artillery or heavy tank but I wouldn't say its the worst.
Biggest problem with Mechanized is Combined Arms seems very difficult to use properly and get its munition's worth out of. Dozer Sherman is good, WC51 is great, 76mm Sherman is decentish.
Rifle Company is the worst in team Games
Mechanized would be fine if the shermans could call down arty like the WC51 similar to Elite armor's Panzer Commander...or actually exactly the same as that one, it would be good. I Do agree cav rifles should stay there, but mabye a 2 thompson upgrade on rifle company may be okay though.
I think some type of different weapon upgrade is the most important component of a Rifle company revamp. People may not want lmgs or bars for the 400th game in a row. |
No, you can't, because you can't spawn other units behind enemy lines or wait in cover for perfect distance that gives you biggest advantage/throw sneaky nade.
Also, they are equally durable against tanks as any other 4 man squad in game.
Yes, specialist ambush squads require attention and micro for best result and will you better result then "regulars", that is, if you have micro and awareness for that, if you don't, don't worry, there are more suited infantry squads for players with lower skill who can't utilize ambush troops properly.
Perhaps the CAN be good, but reality is clear that Players who are good don't use or equip the Fallschimjaeger doctrine. I haven't noticed it equipped much less used in the last two tournaments(2v2 and 1v1). Nor have I seen it used to much effect or frequency in automatch, but If you have a good replay or if there is a cast of it I would be willing to check it out.
Edit: Oo I stand Corrected VonIvan is playing right now.
Edit2: He lost tho |
Sure it would be helpful.
Its not needed tho.
They are cover ambush fighters, if you are fighting out of cover with them, you failed.
If you need something to blob and a-move, you have obers and pfussies and jli.
So i can get the same results from a unit I don't need to micro well, and is less likely to die in 1 shot from a tank, which one should i use hmmm...
Generally speaking Falls can be worth the effort but I find that even with good monitoring, 1 bad grenade from units bunched in cover or 1 unlucky tank shell and your 10 minutes of excellent micro are erased. It's very demoralizing. At least obers can do more from Max range and still do fine DPS with or 2 model drops. Plus with the current wide spacing while out of cover explosives are less devastating to obers. |
Pretty sure all MG and Mortar crew members get the 1.25 RA automatically, regardless of what model they are or what squad they were in. It is worth noting, however, that the M2HB MG squad (no matter who crews it) is more vulnerable retreating than any squad in the game due to a higher retreat received accuracy (afaik the only squad in the game with it).
Lmao, The M2HB is the most hated Mg by the devs, when it came out it cost 35 mp to reinforce and the weapon exploded 1.5 tank shots or like 3 nades. Other weapons are 2.5 or 3 tank hits.
I would be interested to know if 1.25 is true, I was under the impression models keep their RA (ex cons merge), but Idk if weapons teams are different. |
I think some of the partisan commanders are a bit underloved at the moment
1. AT partisans cost 33 manpower to reinforce, More than Shocktroops 1 less than pgrens who can get camo, cloak and sprint as well. Finally they cost 8 popcap...the same as Pgrens.
2. All partisans are quite vulnerable to being wiped.
I think an appropriate adjustment would be to make them function like infiltration commandos, with 6 models but only spawning with 4, this would let them scale a little better. Additionally the stats should be updated to reflect this new dynamic.
What other changes might make this commander more interesting? It comes with no Tanks and no elite infantry, the abilities should probably be pretty strong to make it an interesting selection choice. |
6 man M2HB? NO
You can already do this with the airbourne commander if your playing 2v2, .50 cal is a relatively vulnerable mg if you get deathlooped. Cons or Engies crewing it do have much better RA 1.07/1 compared to 1.25 normal weapons crews though. Should be tried for sure in testing. |
If i recrew with 5 star volks, my weapon will be with self-heal like regular volks?
No, models do not carry over veterancy |
Luftwaffe for OKW probably just needs 2 changes to make it good
1. Falls 5 men, possible upgrade to fg42
2. Replace the useless tank traps with an Ostwind (Why does the air force bring tank traps???)
Rifle company is indeed in the most dire need of help, Fire up and Flare are useless as commander abilities unless you bundle them with another ability into 1.
Elite riflemen - Moltov(same as urban assult), Sprint, flare
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